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Comparing libgender/material.C (file contents):
Revision 1.20 by root, Sat Oct 30 00:17:28 2004 UTC vs.
Revision 1.56 by root, Mon Feb 7 07:37:00 2005 UTC

5 5
6#include "opengl.h" 6#include "opengl.h"
7#include "material.h" 7#include "material.h"
8#include "view.h" 8#include "view.h"
9#include "util.h" 9#include "util.h"
10
11material::~material ()
12{
13}
14
15void
16simple_material::enable (view &ctx)
17{
18 glMaterialfv (GL_FRONT, GL_DIFFUSE, (GLfloat *) & diffuse);
19 glMaterialfv (GL_FRONT, GL_SPECULAR, (GLfloat *) & specular);
20 glMaterialfv (GL_FRONT, GL_EMISSION, (GLfloat *) & emission);
21 glMaterialf (GL_FRONT, GL_SHININESS, shininess);
22}
23
24void
25simple_material::disable (view &ctx)
26{
27}
28 10
29GLuint 11GLuint
30texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord) 12texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord)
31{ 13{
32 GLuint name; 14 GLuint name;
81 SDL_FreeSurface (image); /* No longer needed */ 63 SDL_FreeSurface (image); /* No longer needed */
82 64
83 return name; 65 return name;
84} 66}
85 67
68material::~material ()
69{
70}
71
72void material::enable (view &ctx)
73{
74 pass_data::matmap_t &matmap = ctx.pass->matmap;
75
76 pass_data::matmap_t::iterator i = matmap.find (this);
77
78 if (i == matmap.end ())
79 {
80 string vsh_src, fsh_src;
81
82 shader::shader_builder::start ();
83
84 if (ctx.pass->l)
85 ctx.pass->l->vsh ();
86
87 vsh (ctx);
88
89 // compute logarithmic depth - see the frustum matrix in view.C
90 {
91 using namespace shader::compile;
92
93 temp_1f lz;
94
95 // TODO: negative z is not calculated in an acceptable way, clipping does horrible things(?)
96 lz = z (vout.position);
97#if 0
98 lz = (log (max (lz, 0) + 1) / log (1e30)) - 1;
99#else
100 lz = ifelse (lz <= 0,
101 0,
102 log (lz + 1) / log (1e30)
103 ) - 1;
104#endif
105 z (vout.position) = lz * w (vout.position);
106 }
107
108 vsh_src = shader::shader_builder::stop ();
109
110 shader::shader_builder::start ();
111
112 if (ctx.pass->l)
113 {
114 ctx.pass->l->fsh ();
115 fsh (ctx);
116 }
117 else
118 // many drivers need both vertex and fragment shader, 'caboom!' otherwise
119 shader::compile::fout.frag_color = shader::compile::float4 (0., 0., 0., 0.);
120
121 fsh_src = shader::shader_builder::stop ();
122
123 shader::program_object po = shader::get_program (vsh_src, fsh_src);
124 matmap.insert (pass_data::matmap_t::value_type (this, po));
125
126 po->enable ();
127 }
128 else
129 i->second->enable ();
130
131 if (ctx.pass->l)
132 ctx.pass->l->enable ();
133}
134
135void material::disable (view &ctx)
136{
137}
138
86test_material::test_material () 139test_material::test_material ()
87: tex ("textures/osama.jpg"), texvar (tex.name) 140//: tex ("textures/osama.jpg"), texvar (tex.name)
141: tex ("textures/rockwall.jpg"), texvar (tex.name)
142, norm ("textures/rockwall_normal.jpg"), normvar (norm.name)
88{ 143{
89 using namespace shader::compile; 144}
90 145
91 p.vsh->start (); 146static shader::varying_3f normal;
147static shader::varying_2f texcoord;
92 148
93 temp_4f wpos; 149void test_material2::vsh (view &ctx)
94 150{
95 wpos = model_view_projection_matrix * vin.vertex; 151 using namespace shader::compile;
152 std_vsh ();
96 153
97 vout.position = wpos; 154 if (ctx.pass->l)
98 vout.tex_coord[0] = vin.tex_coord[0]; 155 {
99 vout.tex_coord[1] = model_view_matrix * shader::compile::vec4 (x(vin.normal), y(vin.normal), z(vin.normal), 0); 156 normal = normal_matrix * vin.normal;
157 }
158}
100 159
101 p.vsh->end (); 160void test_material2::fsh (view &ctx)
102 p.vsh->compile (); 161{
162 using namespace shader::compile;
103 163
104 p.fsh->start (); 164 if (ctx.pass->l)
105 165 {
106 temp_1f fac; 166 temp_1f fac;
107 167 fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec));
108 fac = max (dot (fin.tex_coord[1], lightpos), 0.0); 168 xyz (fout.frag_color) = ctx.pass->l->sh_colour * fac;//normalize (ctx.pass->l->sh_lightvec);
109 fac = pow (fac, 3); 169 }
170}
171
172void test_material::vsh (view &ctx)
173{
174 using namespace shader::compile;
175
176 std_vsh ();
177
178 if (ctx.pass->l)
179 {
180 texcoord = xy (vin.tex_coord[0]);
181 normal = normal_matrix * vin.normal;
182 }
183}
184
185void test_material::fsh (view &ctx)
186{
187 using namespace shader::compile;
188
189 if (ctx.pass->l)
190 {
191 temp_3f lc;
192 temp_1f fac;
193
194 temp_3f rot1, rot2, rot3;
195
196 yxz (rot1) = (texture_2d (normvar, texcoord) * 2.F - 1.F);
197
198 //rot1 = normal_matrix * rot1;
199
200 rot2 = float3 (x(rot1), z(rot1), -y(rot1));
201 rot3 = float3 (y(rot1), -x(rot1), z(rot1));
202
203 normal = mat3 (rot1, rot2, rot3) * normal;
204
205 fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec));
206 fac = max (pow (max (fac, 0.0), 6), 0.3);
110 xyz (fout.frag_color) = texture_2d (texvar, fin.tex_coord[0]) * (fac + 0.3); 207 xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * fac
111 208 * ctx.pass->l->sh_colour;
112 p.fsh->end (); 209 //xyz (fout.frag_color) = lc * fac;
113 p.fsh->compile (); 210 }
114 p.link ();
115} 211}
116 212
117void test_material::enable (view &ctx) 213void test_material::enable (view &ctx)
118{ 214{
119 p.enable (); 215 material::enable (ctx);
120 lightpos->set (-ctx.d);
121 texvar->enable (); 216 texvar->enable ();
217 normvar->enable ();
122} 218}
123 219
124void test_material::disable (view &ctx) 220void test_material::disable (view &ctx)
125{ 221{
222 normvar->disable ();
126 texvar->disable (); 223 texvar->disable ();
127 p.disable (); 224 material::disable (ctx);
128} 225}
129 226
227test_material *testmat;
228test_material2 *testmat2;
229

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